Skip to content
PKM Standard 📍 Amyverse PTCG Live Weekly #19 Cash Prize! — 1st Place Played by Limitless user Dshred_1

Dragapult — Standard Strategy Guide

Published Oct 19, 2026Updated Oct 30, 2026 Event Oct 28, 2026

Affiliate links: card links on this page go to TCGplayer, and we earn a commission on purchases at no extra cost to you. How this works

Archetype Overview

This is a Stage 2 spread deck built to win long, damage-dense games. Dragapult ex is the finisher. The rest of the list keeps your setup consistent, turns damage counters into Prize cards, and slows your opponent down while your Stage 2 comes online. It won the 213-player Amyverse PTCG Live Weekly #19 Cash Prize! on 2026-10-28 in the hands of Limitless user Dshred_1. That is the only result here, and the case for the deck below comes from the cards themselves.

The Plan

The list plays no card that skips a Stage, so every Dragapult ex climbs the full ladder: Dreepy, then Drakloak, then Dragapult ex. That puts your first Phantom Dive on your third turn at the earliest. Phantom Dive costs one Fire and one Psychic Energy. It hits the Active for 200 and places 6 damage counters on your opponent's Bench however you like. Every attack pressures two or three targets at once, and the spread you place this turn sets up the multi-Prize turns that follow.

Three pieces feed that engine:

  • Consistency: four Drakloak mean several uses of Recon Directive per turn: look at the top 2 cards and keep 1. Buddy-Buddy Poffin fetches Dreepy, Budew, and Dunsparce, since all are 70 HP or less. Poké Pad finds any non-Rule Box piece, and Ultra Ball covers Dragapult ex itself.
  • Extra damage counters: Risky Ruins puts 2 damage counters on every Basic non-Darkness Pokémon your opponent benches. Those counters stack with Phantom Dive and lower the HP thresholds you need to hit. With a Darkness Energy attached, Munkidori moves up to 3 counters per turn from one of your Pokémon to one of theirs. It can take the counters Risky Ruins put on your own Basics and send them across the table.
  • Disruption: Budew's Itchy Pollen costs nothing and shuts off your opponent's Items for their next turn. Four Crushing Hammer attack their Energy. Judge and Unfair Stamp shrink their hand. These cards buy the turns a Stage 2 deck needs and drag the opponent's setup down to your speed.

Why the Plan Is Strong

Dragapult ex has 320 HP, so most opponents need two hits or a big setup turn to remove it. Meanwhile each Phantom Dive does damage in two places. Opponents who fill their Bench with low-HP support Pokémon hand you Prize cards. Opponents who keep a thin Bench limit their own options. Once Risky Ruins is in play, benching a Basic gets more expensive for them every turn.

The deck also has a real comeback structure. If you're behind on Prizes, Rosa's Encouragement attaches up to 2 Basic Energy from your discard pile to a Stage 2. That powers a fresh Dragapult ex in one Supporter. Fezandipiti ex draws 3 after one of your Pokémon is Knocked Out, and Unfair Stamp resets the hands into a 5-to-2 split in your favor. Night Stretcher recovers either a Pokémon or a Basic Energy, so pieces you lose early come back late.

The Dunsparce line gives you a choice. Dudunsparce is a draw engine: draw 3, then shuffle it back so you can find it again with Poké Pad. Dudunsparce ex is a 270-HP Stage 1 attacker. Tenacious Tail scales with the number of Pokémon ex your opponent has in play, and Destructive Drill hits for 150 regardless of effects on their Active Pokémon. One Dunsparce covers both, so you decide which Stage 1 the game calls for.

Meowth ex turns a Bench drop into any Supporter, whether that's Boss's Orders for the gust, Lillie's Determination for the refill, or Crispin for Energy. Crispin in particular fits the Energy split well. It grabs two different Basic types, attaching one and putting the other in your hand. That covers Fire plus Psychic for Phantom Dive, or Darkness for Munkidori.

The Costs You Accept

The deck has three built-in weaknesses:

  • Self-damage: Risky Ruins doesn't care whose Bench it is. Your Dreepy, Budew, Munkidori, Dunsparce, and Meowth ex all take 2 counters when benched under it. Only Darkness-type Fezandipiti ex is exempt.
  • Coin flips: Crushing Hammer only discards Energy on heads, and some games you'll flip badly.
  • Slow start: Phantom Dive isn't available until your third turn, so the early turns are about surviving, disrupting, and building a Bench that can take a hit.

Who Should Pick It Up

Play this if you like counting damage. The deck rewards players who read the opponent's whole board and work out where 6 counters, plus Risky Ruins and Munkidori counters, turn into Knock Outs two turns from now. You need patience in the opening, discipline about when to play your own Stadium, and comfort managing a two-Prize attacker in a deck that otherwise gives up mostly single Prizes.

If you want a deck that wins on raw speed, look elsewhere. If you want one that wins the long game through good decisions, this is it.

Core Strategy & Game Plan

How the Deck Wins

Dragapult ex wins by damaging the whole board at once. Each Phantom Dive does 200 to the Active Spot and places 6 damage counters on the opponent's Bench however you like. You are not trying to take one Prize card per turn. You are spreading damage so that each later attack takes two or three Prizes, then using Boss's Orders to finish whatever is left. Munkidori adds damage on top of that. Each copy with a Darkness Energy attached moves up to 3 damage counters every turn, so with both online you can add 60 more to any target. Most math problems this deck faces come down to "Phantom Dive plus Adrena-Brain gets there."

Posture: Proactive Spread With a Disruption Layer

The deck plays as proactive spread, backed by a lot of disruption that buys time while your Stage 2 comes online:

  • Budew's Itchy Pollen costs nothing and stops the opponent from playing Items on their next turn. That cuts off their setup at the moment you are weakest.
  • Four Crushing Hammer slow attackers that need a lot of Energy.
  • Judge and Unfair Stamp shrink the opponent's hand. Unfair Stamp also refills yours right after you lose a Pokémon.
  • Risky Ruins puts 2 damage counters on every Basic non-Darkness Pokémon the opponent benches. Those counters stack with your spread.

The list has no Rare Candy. Dragapult ex arrives on your third turn at the earliest, so your first two turns are about building the board while disrupting the opponent. You are not racing on those turns.

The Engine and How It Interacts

Search and setup. Buddy-Buddy Poffin finds Dreepy, Budew, and Dunsparce, since all are 70 HP or less. It cannot find Munkidori. Poké Pad fetches any Pokémon without a Rule Box, including Drakloak and Munkidori. Only Ultra Ball can search out Dragapult ex, Dudunsparce ex, Meowth ex, or Fezandipiti ex.

Draw. Lillie's Determination draws 8 cards while you still have all 6 Prize cards, which makes it your best opening Supporter. Use Drakloak's Recon Directive every turn to smooth your draws. Dudunsparce draws 3 and then shuffles itself back into your deck, so you can fetch Dunsparce again with Poffin and Dudunsparce again with Pad later. Fezandipiti ex draws 3 after one of your Pokémon is Knocked Out. Meowth ex turns a Bench slot into whatever Supporter you need.

Energy. Phantom Dive needs a Fire and a Psychic. Crispin solves that in one card: attach one Energy and put the other in your hand, which you can attach as your manual attachment for the turn. You can also use Crispin to get Darkness Energy onto a Munkidori. Energy attached to Dreepy or Drakloak stays when they evolve, so power them early. Rosa's Encouragement attaches 2 Basic Energy from your discard pile to a Stage 2 Pokémon when you are behind on Prizes. That lets a fresh Dragapult ex attack the turn it evolves after you lose one. Night Stretcher brings back fallen Dreepy, Energy, or a Dragapult ex.

The Ruins–Munkidori loop. Risky Ruins also damages your own Basics, except Fezandipiti ex, which is a Darkness Pokémon. That cost becomes ammunition. Munkidori's ability moves counters from any of your Pokémon, so the 20 damage Ruins puts on your Dreepy or Munkidori can go straight onto the opponent's board. The same ability moves damage off a hurt Dragapult ex, keeping it alive while adding to your spread.

Backup attacker. Dudunsparce ex's Tenacious Tail does 60 for each Pokémon ex the opponent has in play, for a single Energy of any type. Against boards full of Pokémon ex it often hits as hard as Phantom Dive. Destructive Drill's 150 ignores effects on the opponent's Active Pokémon.

The Ideal Game, Turn by Turn

  1. Turn one. Use Buddy-Buddy Poffin for two Dreepy, or a Dreepy and Budew. Then play Lillie's Determination for 8 cards. Bench everything you need before playing Risky Ruins, so your own Basics avoid the counters. If you are going second, attack with Itchy Pollen.
  2. Turn two. Evolve into Drakloak and use Recon Directive. Use Crispin so that a Drakloak ends the turn holding both Fire and Psychic, or put Darkness on Munkidori if the Drakloak is already set. Keep the opponent under Itchy Pollen or swing Crushing Hammer at their main attacker. Draw with Dudunsparce if your hand is thin.
  3. Turn three. Evolve into Dragapult ex and use Phantom Dive. Place the 6 counters on low-HP support Pokémon or on Pokémon you can finish next turn, then add Adrena-Brain on top.
  4. Turn four onward. Keep a second Drakloak loaded behind the first Dragapult. Each attack should take a Knock Out and leave the next one in range. Save Boss's Orders to pull up a damaged two-Prize Pokémon, and give up single-Prize attackers before Pokémon ex.

Closing Out

Plan Prizes backward from six. Your 6 spread counters are worth the most when two separate Benched Pokémon each fall one placement short of a Knock Out next turn. Spreading them evenly across the Bench wastes most of their value. Meowth ex and Fezandipiti ex each give up two Prizes, so bench them only when their ability changes the game. When the opponent pulls ahead, use Unfair Stamp, Rosa's Encouragement, and Flip the Script together the turn after you lose a Pokémon. That turn is how this deck comes back.

Card Choices & Breakdown

The Dragapult Line: 4 Dreepy, 4 Drakloak, 3 Dragapult ex

Phantom Dive is the whole point of the deck. It hits for 200 in front and puts 6 damage counters wherever you want on the opponent's Bench, and every other slot exists to make it happen sooner or hit harder. Four Dreepy gives you the most chances to open with one. At 70 HP it fits Buddy-Buddy Poffin, so a single Item can put two Dreepy on the Bench on turn one.

Four Drakloak is not overkill. Recon Directive is a draw engine on every turn it stays on the Bench: you see two cards and keep one. Two Drakloak in play smooth out your draws even after you have evolved. Three Dragapult ex is enough because Night Stretcher can bring a Knocked Out copy back, and Ultra Ball can find whichever copy is still in the deck.

Damage Support: 2 Munkidori, 2 Risky Ruins

Munkidori turns damage counters into reach. Once it has a Darkness Energy, Adrena-Brain moves up to 3 counters from one of your Pokémon onto one of theirs every turn. A Phantom Dive that leaves a Benched target 30 short becomes a Knock Out. It also takes 30 damage off a hurt Dragapult ex, which helps it survive another hit.

Risky Ruins works with Munkidori. It punishes opponents who keep benching Basics. The Basic Box Top 8 lists were almost entirely Basic Pokémon ex (source: Limitless online platform, Oct 5–19, 2026), so every new attacker they bench starts with counters on it. Ruins also hits your own non-Darkness Basics, which looks like a cost but often isn't: counters on a Dreepy are counters Munkidori can move to the other side.

The sequencing rule: bench your fragile Pokémon, especially 30 HP Budew, before you play Ruins. Two copies lets you find one reliably and replace an opposing Stadium without overloading your hand.

Tempo and Utility Pokémon

  • 2 Budew: Itchy Pollen costs nothing and stops the opponent from playing Items on their next turn. That is ideal when you have a slow start, especially going second, and Budew's zero Retreat Cost makes it a free pivot.
  • 1 Dunsparce, 1 Dudunsparce, 1 Dudunsparce ex: One Basic serves two Stage 1 options.
    • Run Away Draw draws 3 and then shuffles Dudunsparce and everything attached to it back into the deck. The Dunsparce goes back too, so you can reuse it later with Poké Pad or Buddy-Buddy Poffin.
    • Dudunsparce ex is the anti-ex attacker. Tenacious Tail does 60 per opposing Pokémon ex in play for one Energy of any type, which punishes ex-heavy Benches.
    • Destructive Drill does 150 and ignores effects on the opponent's Active, so it gets around effects that protect their Active.
  • 1 Meowth ex: A Supporter search on a Pokémon. Last-Ditch Catch finds Boss's Orders for a game-ending gust or Lillie's Determination to recover a bad hand. Tuck Tail returns it to your hand so you can use the Ability again later.
  • 1 Fezandipiti ex: Flip the Script draws 3 after you lose a Pokémon, which keeps you supplied through the Prize trade. It is Darkness type, so Risky Ruins never puts counters on it. Cruel Arrow can snipe 100 anywhere in an emergency.

Supporters

  • 4 Lillie's Determination: Your main draw Supporter. It draws 8 while you still have all 6 Prize cards, so it is strongest early.
  • 3 Boss's Orders: Phantom Dive damages the Bench, and Boss's Orders pulls a damaged target into the Active Spot to finish it. Three copies, plus Meowth ex as a fourth way to find one, covers the multiple gusts a game usually needs.
  • 2 Crispin: Gets two different Basic Energy: one goes into your hand and one is attached. Choose Fire plus Psychic to complete Phantom Dive, or include Darkness to switch on Munkidori.
  • 1 Rosa's Encouragement: Your comeback card. When you are behind on Prizes, it attaches two Basic Energy from your discard pile to a Stage 2. That powers a fresh Dragapult ex in one Supporter. Energy you discarded to Ultra Ball earlier becomes the fuel.
  • 1 Judge: Late-game disruption. It shrinks the opponent's hand to 4 cards and refreshes yours.

Items

Energy: 3 Psychic, 3 Fire, 2 Darkness

Eight Energy is low on purpose. Crispin, Night Stretcher and Rosa's Encouragement each supply or recover Energy, and most of your attackers need little of it. Jet Headbutt and Tenacious Tail cost one Energy of any type, and Phantom Dive needs exactly one Fire Energy and one Psychic Energy. Two Darkness Energy is enough because Munkidori only needs one attached to keep moving counters, and Crispin can fetch Darkness when you need it.

The Decklist

Deck compositionMain deck · 60 cardsPokémon 20Supporter 11Item 19Stadium 2Energy 8Energy · 8Psychic 3Fire 3Darkness 2
What's in the list, by card type.

Sixty cards: 20 Pokémon, 32 Trainers, 8 Energy. The core is a full 4-4-3 Dragapult ex line backed by heavy search. The flexible slots are the disruption package and the Dudunsparce split. Everything marked Flex below is a slot you can reasonably tune. Unmarked cards are the engine.

Pokémon (20)

QtyCardNote
4DreepyCore. Its 70 HP puts it in range for Buddy-Buddy Poffin.
4DrakloakCore. Recon Directive smooths every turn, so you want two in play.
3Dragapult exCore attacker. Phantom Dive needs one Fire and one Psychic Energy.
2MunkidoriMoves up to 3 damage counters per turn once it has Darkness Energy attached.
2BudewFlex. Free Item lock from turn one.
1DunsparceFlex. The only Basic for both Dudunsparce cards, so pick your evolution each game.
1DudunsparceFlex. Draws 3, then shuffles itself back into your deck.
1Dudunsparce exFlex. Tenacious Tail grows with every Pokémon ex your opponent has in play.
1Meowth exFetches any Supporter when you play it from your hand onto your Bench.
1Fezandipiti exDraws 3 after one of your Pokémon is Knocked Out. It's a Darkness Pokémon, so Risky Ruins doesn't damage it.

Trainer (32)

QtyCardNote
4Lillie's DeterminationMain draw. It draws 8 if you still have all 6 Prize cards.
3Boss's OrdersYour way to pull a Benched target into the Active Spot for the Knock Out.
2CrispinGets two Energy of different types, with one attached right away.
1Rosa's EncouragementFlex. Puts 2 Basic Energy from your discard pile onto a Dragapult ex when you're behind on Prize cards.
1JudgeFlex. Cuts both hands to 4 cards.
4Crushing HammerFlex. Coin-flip Energy denial, and the biggest single dial in the list.
4Buddy-Buddy PoffinBenches Dreepy, Budew or Dunsparce.
4Poké PadFinds any Pokémon without a Rule Box, including Drakloak.
3Ultra BallYour only Item that can search out Dragapult ex and the other ex Pokémon.
3Night StretcherBrings back a Pokémon or a Basic Energy from your discard pile.
1Unfair StampFlex. Comeback disruption: after you lose a Pokémon, you draw 5 and your opponent draws 2.
2Risky RuinsFlex. Punishes Basic Benching, and your own counters are fuel for Munkidori to move.

Energy (8)

QtyCardNote
3Psychic EnergyOne half of the Phantom Dive cost.
3Fire EnergyThe other half of the Phantom Dive cost.
2Darkness EnergySwitches on Munkidori. It also pairs with Crispin, which needs two different types.

Reading the list

Opening Hands & Setup

What a Strong Opening Looks Like

This list has no way to skip Drakloak, so every Dragapult ex takes three of your turns to build. The opening hand decides how many Dreepy start that clock on turn one. A strong hand has three parts:

  • Bench access: Buddy-Buddy Poffin is the best card you can open. It puts two Dreepy down, or one Dreepy plus Budew or Dunsparce. Poké Pad and Ultra Ball are the next best.
  • A Supporter: Lillie's Determination draws 8 while you still have all 6 Prize cards, so it refuels you on the turn it's allowed. Crispin also works because it accelerates Energy.
  • Energy: at least one Fire or Psychic, so your first Dreepy starts collecting the Phantom Dive cost.

The ideal opening is Budew Active with Dreepy or Buddy-Buddy Poffin in hand, plus Lillie's Determination. You get a free-retreat starter, an Item lock threat, a Bench and a refill.

What a Weak Opening Looks Like

  • Lone Meowth ex or Fezandipiti ex with no Pokémon search. You've put a two-Prize Pokémon in the Active Spot with nothing behind it.
  • Meowth ex as your only Basic. Last-Ditch Catch only works when you play Meowth from your hand onto your Bench during your turn. Placing it during setup wastes the Supporter search.
  • No Dreepy, Buddy-Buddy Poffin, Poké Pad or Ultra Ball. You're relying on a Supporter to find your engine. If you also go first, you can't play that Supporter on turn one, and you lose a full turn of Drakloak development.

When the hand is bad, put as few Pokémon down during setup as the rules let you. Hold Meowth ex in hand so you can bench it later and search out Lillie's Determination.

Choosing Your Active

  1. Budew: retreats for free and attacks for no Energy. It costs you only one Prize. Going second, Itchy Pollen on turn one stops your opponent from playing Items on their second turn, which is the turn most decks use to evolve and fill their Bench.
  2. Dunsparce: also retreats for free. You'd rather keep it on the Bench to become Dudunsparce, though.
  3. Dreepy: fine when you have another Dreepy coming. Retreat 1 lets you pivot it out later.
  4. Munkidori: 110 HP soaks early hits, but you'll pay a retreat to move it.
  5. Fezandipiti ex, then Meowth ex: only when they're your only Basics.

Turn-One Priorities

  1. Get as many Dreepy down as possible. Two is the minimum target. You play four Drakloak for three Dragapult ex, and extra Drakloak are a draw engine, not dead cards.
  2. Bench Dunsparce if you can spare a slot. It becomes Dudunsparce next turn for Run Away Draw.
  3. Attach Energy to the Dreepy most likely to become your first Dragapult ex. Phantom Dive needs both Fire and Psychic, so plan both attachments now.
  4. Going second, play Lillie's Determination for 8. Alternatively, play Crispin to fetch Fire and Psychic, attaching one and keeping the other.
  5. Don't play Risky Ruins yet. It puts 2 damage counters on any Basic non-Darkness Pokémon you bench, and that includes your own Dreepy, Budew, Dunsparce and Munkidori. A Dreepy that drops to 50 HP is easy to snipe.

Turn-Two Priorities

  1. Evolve every Dreepy you can into Drakloak. Use Recon Directive on each one before you commit to your Supporter, because what you see changes which Supporter is correct.
  2. Evolve Dunsparce into Dudunsparce and use Run Away Draw once your hand is low. Dudunsparce shuffles back into the deck, which frees a Bench slot, and Poké Pad can find the line again later.
  3. Bench Munkidori and set up its Darkness Energy if the Phantom Dive attachments are already covered. Adrena-Brain does nothing until Darkness is attached.
  4. Play Risky Ruins once your Bench is mostly built. From then on, your own new Basics take counters. Fezandipiti ex is Darkness type, so it can still come down undamaged. Any counters Ruins puts on your Pokémon are counters Munkidori can later move onto the opponent.
  5. Keep a Bench slot open for Meowth ex. Saving it to fetch Boss's Orders on the turn Dragapult ex arrives is stronger than spending it early on a Supporter you don't need.

Going First or Second

Default to going second. Three reasons:

Your first Phantom Dive still comes on your third turn either way, because the deck must evolve through Drakloak regardless of turn order.

Choose to go first when the opponent is another Dragapult build or a similar slow evolution deck. Going first, your third turn arrives before theirs, so your first Phantom Dive lands on a Bench of unevolved Basics. Six counters, combined with Risky Ruins damage, can take multiple Dreepy-sized Pokémon at once. That tempo swing is worth more than a turn-one Supporter.

The deciding question is whether the opponent's setup depends on Items. If it does, go second and use Budew to slow it. If it doesn't, and the game is a race to the first big spread attack, go first.

Sequencing & Key Lines

Turn One: Bench First, Ruins Last

  1. Play Buddy-Buddy Poffin and every other Bench-filler before Risky Ruins. Ruins places 2 damage counters on any Basic non-Darkness Pokémon you put onto your Bench during your turn, and that includes your own Dreepy, Budew, Dunsparce, Munkidori and Meowth ex. Only Fezandipiti ex is immune. Get your Bench down, then drop the Stadium so it taxes your opponent's setup instead of yours.
  2. The default Poffin targets are two Dreepy. Swap one for Budew only if you plan to attack with it next turn. Take Dunsparce only when your hand has no other draw.
  3. Bench Meowth ex for Lillie's Determination. At exactly 6 Prize cards remaining it draws 8, and that is the best Supporter you'll play all game. Play your deck-thinning Items first, because Lillie's shuffles your hand away.
  4. Attach Fire Energy or Psychic Energy to a Dreepy. Phantom Dive needs one of each, so you want them on the same line before it reaches Stage 2.

If Budew is Active, use Itchy Pollen on the first turn you're able to attack. Locking Items during your opponent's main setup turn shuts off their Ball and Poffin effects when they need them most. Pair it with Crushing Hammer whenever they've attached Energy. Budew has no Retreat Cost, so it costs you nothing to swap it out afterward.

Turn Two: Evolve, Then Draw

Evolve every Dreepy you can into Drakloak, then follow this order:

  1. Play Items.
  2. Play your Supporter. Choose Lillie's Determination if you're still at 6 Prizes, or Crispin if you have cards but lack Energy.
  3. Then use Recon Directive on each Drakloak.
  4. Use Dudunsparce's Run Away Draw last.

Every card these Abilities pull into your hand before a Lillie's or Judge gets shuffled straight back. Break this order only when you're digging for the Supporter itself.

Crispin is your fix for a missing Energy color. Attach the Darkness Energy to Munkidori to switch on Adrena-Brain, and take the Fire or Psychic you need into your hand for your manual attachment. If your evolution stalls, a Drakloak with Fire and Psychic still hits for 70. If you've been Hammered off your Energy, Dragapult ex's Jet Headbutt needs only one Energy.

Turn Three On: Phantom Dive Math

Use Adrena-Brain before you attack. Plan your counter placement as one combined total: the 6 counters from Phantom Dive plus 3 from each Munkidori with Darkness attached. Adrena-Brain has no "only one per turn" clause, unlike Flip the Script, so two Munkidori give you 6 extra counters. Your fuel is your own damage. Counters that Ruins put on your Basics, or damage on a wounded Dragapult ex, become ammunition.

Benched targetCounters to Knock OutLine
30 HP Basic3Spare change from one Phantom Dive
70 HP Basic benched under Ruins5One Phantom Dive covers one; add a Munkidori for a second
90 HP Stage 19Full Phantom Dive plus one Adrena-Brain
320 HP Dragapult ex32Turn A: 6 spread + 3 moved. Turn B: Boss's Orders it, move 3, hit for 200. Exactly 320.

Against decks running many Pokémon ex, check Dudunsparce ex's Tenacious Tail before you default to Phantom Dive. It does 60 for each of their Pokémon ex in play for a single Energy. Its Retreat Cost of 3 makes it a liability if it's Boss'd, so bench it only when you intend to attack with it.

Branch Points

  • Your Pokémon was Knocked Out last turn. Play Unfair Stamp first, then use Flip the Script. Stamp shuffles your hand, so drawing 3 before it wastes the draw. Stamp leaves your opponent on 2 cards right after they've taken a Prize.
  • You're behind on Prizes. Rosa's Encouragement attaches 2 Basic Energy from your discard pile to a Stage 2. Keep a second Dragapult ex evolved on the Bench, and you can answer a Knock Out with an immediate Phantom Dive. Feeding Fire Energy and Psychic Energy to Ultra Ball early sets this up.
  • The Lillie's window. Once you take your first Prize, Lillie's Determination drops to 6 cards. If you hold two copies, play one before the attack that takes your first Prize.
  • Late game against a big hand. Judge is your disruption. Play it before your Abilities, not after.
  • Meowth ex is exposed. Tuck Tail returns it and its attached cards to your hand. That removes a two-Prize target and lets you re-bench it for another Supporter search.

Playing Around Opposing Spread

Dragapult took 37 of 176 online Top 8 slots, more than any other archetype label (source: Limitless TCG online platform, Oct 5–19, 2026). Expect to face Phantom Dive and Bench damage more than any other interaction, and build your Bench to survive it:

  • A fresh Dreepy survives 6 counters. A Dreepy benched under any Ruins does not, so never bench Basics into a live Ruins if you can avoid it.
  • Bench Budew early to attack, never late as filler. It's a free Prize to spread.
  • Your evolved Drakloak is not safe at 90 HP if your opponent can add counters on top of Phantom Dive. If they show a Munkidori, keep a spare Dreepy in hand rather than over-benching.
  • Dudunsparce's draw shuffles it out of play, which removes a target. When you go down a Pokémon to spread, Fezandipiti ex and Unfair Stamp turn that loss into cards.

Matchup Matrix

Dragapult (all variants)
Even
Basic Box
Favored
Lucario Hariyama
Even
N's Zoroark
Even
Alakazam Dudunsparce
Favored
Other evolution setup decks
Favored
Single-Prize attackers
Even
Matchup verdicts at a glance. Details below.

Dragapult is the most-represented archetype in the brief's data, at 37 of 176 online Top 8 slots (source: Limitless TCG online platform, Oct 5-19, 2026). Expect the mirror often. The rest of your rounds will mostly be Basic Box and a handful of evolution decks.

MatchupVerdictWhat decides it
Dragapult (all variants)EvenFirst Phantom Dive and Bench discipline
Basic BoxFavoredConverting your spread into three-Prize Knock Outs
Lucario HariyamaEvenEnergy denial and protecting Fighting-weak support
N's ZoroarkEvenKeeping your Munkidori out of reach and sniping their Bench
Alakazam DudunsparceFavoredKilling the Stage 2 line before it evolves
Other evolution setup decksFavoredSpread and Item lock on fragile Basics
Single-Prize attackersEvenPrize trade without Tenacious Tail value

Dragapult Mirror

Variants differ, but every version is built to land Phantom Dive and spread six damage counters each turn. Two things decide the mirror: who attacks with Dragapult ex first, and who exposes fewer Basics. Dreepy has 70 HP, and Risky Ruins puts 2 damage counters on it the moment it hits either Bench. That makes Dreepy easy to take with Phantom Dive counters. Play Ruins when it hurts their Bench more than yours.

If you go second, attack with Budew on your first turn to shut off their Items before they can evolve. Use Crushing Hammer on a Dragapult ex holding one Energy so it can't pay for Phantom Dive. Munkidori moves counters off your damaged Dragapult onto theirs, which lets your 200 from Phantom Dive finish a 320-HP target you've already chipped. Tenacious Tail on Dudunsparce ex scales with their Pokémon ex in play, so count their ex before you choose it over Destructive Drill. For the variant sides, see our Dragapult Blaziken Standard guide and Dragapult Dusknoir Standard guide.

Basic Box

Their list is almost entirely Basic Pokémon ex, which plays straight into your tech. Risky Ruins taxes every non-Darkness Basic they bench. Those counters don't come from an attack, so the Tera Bench protection on their Ogerpon ex doesn't stop them.

Tenacious Tail does 60 for each of their Pokémon ex in play for a single Energy, and against a full Bench of ex it hits very hard. Mega Kangaskhan ex has 300 HP and gives up three Prizes when Knocked Out. Line up that KO in steps:

  1. Pre-load the Kangaskhan with Phantom Dive counters while it sits on the Bench.
  2. Bring it Active with Boss's Orders.
  3. Finish it with Phantom Dive plus Munkidori.

Rapid-Fire Combo starts at 200, so Dragapult ex survives it unless they flip heads repeatedly. They rely on Energy Switch and Crispin to power attackers, so Crushing Hammer and an Item-locking Budew slow them down. For their side, see our Basic Box Standard guide.

Lucario Hariyama

Mega Brave does 270, which a 320-HP Dragapult ex survives, and it can't be used two turns in a row. Use that off turn to attack freely.

Your real liability is Weakness. Dudunsparce, Dudunsparce ex, Meowth ex and Fezandipiti ex are all Fighting-weak, so never leave them Active. Aura Jab attaches Fighting Energy from the discard pile to their Bench, so aim Crushing Hammer at whatever attacker is next in line.

Mega Lucario ex has 340 HP and gives up three Prizes. Build toward it with spread counters and Risky Ruins damage from when they benched Riolu. Phantom Dive also cleans up their Basics before they evolve. For their side, see our Lucario Hariyama Standard guide.

N's Zoroark

Night Joker borrows the attack of a Benched N's Pokémon, so their Bench is their attack options. Phantom Dive counters on those support attackers shrink what Zoroark can do.

Their list runs Darkness Pokémon such as Pecharunt ex and Fezandipiti ex, and Risky Ruins does nothing to Darkness Basics. Still play it, because their non-Darkness Basics, including their own Munkidori, take the counters.

Your Munkidori is Darkness-weak, so keep it Benched and protected. N's Zoroark ex has 280 HP. Put 80 on it before you swing for 200, or finish it with Munkidori. For their side, see our N's Zoroark Standard guide.

Alakazam Dudunsparce

This is a Stage 2 deck that also benches 60-HP Dunsparce. That Dunsparce comes down to 40 under Risky Ruins, so two Phantom Dive counters finish it. Spend your spread on the Abra and Kadabra line before it reaches Stage 2.

When you go second, a first-turn Budew attack locks the Items they need to set up. Their Dudunsparce shuffles itself back into the deck after drawing, so don't waste counters on it. Lillie's Clefairy ex is their main Pokémon ex target, and it's the one place Tenacious Tail is worth considering here. For their side, see our Alakazam Dudunsparce Standard guide.

The Rest of the Field

Evolution setup decks are your best category. Their Basics have to sit on the Bench to evolve, and that is exactly where Phantom Dive and Risky Ruins do their work. Prioritize KOs on whatever Basic their engine evolves from.

Single-Prize attacker decks make the Prize race longer and leave Dudunsparce ex with only Destructive Drill. Play for multi-KO turns, saving spread counters until Phantom Dive can take two Prizes at once. Hold Judge and Unfair Stamp to shrink their hand once they're ahead.

Tech Choices & Variations

Most of this 60 is fixed. The 4-4-3 Dragapult line, 4 Lillie's Determination, 4 Buddy-Buddy Poffin, and 4 Poké Pad are the engine. Cutting any of them makes your turn-two Phantom Dive less consistent, and that attack is the reason to play the deck. The real flex lives in roughly a dozen slots: the Dunsparce package, Meowth ex, the Budew pair, the Crushing Hammer count, the Stadium count, and the single-copy Supporters. Every swap below moves counts among cards already in the list, so you are trading one known effect for another.

Flex Slots and Their Trade-offs

  • Dudunsparce ex vs. a second Dudunsparce. The ex is a matchup card. Tenacious Tail does 60 for each Pokémon ex your opponent has in play, for a single Colorless Energy. Destructive Drill ignores effects on the opponent's Active Pokémon. The costs are real: it gives up two Prize cards, and Poké Pad can't find it because it has a Rule Box. If your field is light on Pokémon ex, a second Dudunsparce for Run Away Draw is the safer slot.
  • Meowth ex. Last-Ditch Catch turns any Supporter into a searchable card, which matters most on turns when you need Boss's Orders or Crispin. It is also a 170 HP, two-Prize Basic that takes two counters from your own Risky Ruins. Against spread or snipe pressure, you can cut it for a fourth Crushing Hammer or a second Rosa's Encouragement. You lose a Supporter-search out to gain resilience.
  • Budew count. Itchy Pollen costs no Energy and stops Item cards for a turn. Two copies are enough for an early lock against Item-heavy decks. Budew has 30 HP, though, and drops to 10 if it hits the Bench under Risky Ruins. If you expect a slower, Supporter-driven field, trimming to one copy frees a slot for a fourth Ultra Ball.
  • Crushing Hammer count. Four copies are a commitment to disruption on a coin flip. Against decks that put Energy back from the discard, each hit is worth less. Mega Lucario ex's Aura Jab is one example: it attaches Basic Fighting Energy from the discard to the Bench. In that kind of field, dropping to two Hammers opens slots for a third Munkidori or a fourth Night Stretcher.
  • Risky Ruins count. The Stadium punishes Basic-heavy decks, and it never hits Darkness-type Pokémon like your own Fezandipiti ex. Every counter it puts on your own Pokémon can be moved onto the opponent's board by Munkidori's Adrena-Brain. Against opponents running several Stadiums, two copies may not stick. You can go to three by cutting Judge if you value board damage over hand disruption.
  • Judge vs. a second Unfair Stamp. Judge works any turn. Unfair Stamp is the stronger effect, a 5-for-2 hand reset, but only after you've lost a Pokémon. The current split is right for a deck that sometimes takes the first Knock Out. Shift toward Stamp only if you expect to go second and trade evenly every turn.
  • Energy split. Three Psychic and three Fire feed Phantom Dive. The two Darkness Energy exist only to switch on Adrena-Brain. Cutting to one Darkness saves a slot but makes a single Crispin your only realistic way to power Munkidori.

Tuning for Your Local Field

Mirror prep matters first. Dragapult held 37 of 176 online Top 8 slots (source: Limitless TCG online platform, Oct 5–19, 2026). Basic Box was next with 17 slots (source: Limitless TCG online platform, Oct 5–19, 2026).

If your field leans toward…Lean intoLean away from
Dragapult mirrorsFull Budew and Crushing Hammer counts; keep Rosa's EncouragementDudunsparce ex, which gives up two Prize cards
Basic Box (almost entirely Basic Pokémon ex)Dudunsparce ex, Risky Ruins, BudewExtra Judge
Psychic-type single-Prize decks (Dhelmise/Banette)Fezandipiti ex (Darkness type), second DudunsparceDudunsparce ex, Meowth ex
Fighting decks (Lucario Hariyama)Fewer two-Prize Basics on the Bench, more Night StretcherCrushing Hammer volume
Darkness decks (N's Zoroark)Boss's Orders pressure, Phantom Dive spreadA third Munkidori

The reasoning behind the table comes from type matchups and Prize math:

  • Basic Box. Tenacious Tail scales directly with how many Pokémon ex they bench. Their 3–4 Area Zero Underdepths will contest your Stadium, so a second Risky Ruins earns its slot there.
  • Dhelmise, Shuppet, and Banette. All are Psychic type with Darkness Weakness ×2. Cruel Arrow from Fezandipiti ex applies Weakness when it hits their Active Pokémon, so it lands for double.
  • Lucario Hariyama. Meowth ex, Fezandipiti ex, and the whole Dunsparce line are weak to Fighting. Keep fewer of them on the Bench in that matchup.
  • N's Zoroark. N's Zoroark ex is Darkness type, and Munkidori is weak to Darkness. Extra copies of Munkidori become a liability there.

One rule for every adjustment: never trade away search to add disruption. If a swap brings your total of Buddy-Buddy Poffin, Poké Pad, and Ultra Ball below eleven, you are building a worse deck to win a matchup you might not face.

Budget Options

Most of this list's cost sits in its Rule Box Pokémon and its Supporter playsets. Prices change constantly and depend heavily on printing, so treat the tiers below as likely, not fixed, and check current prices through the card links before you buy. Alternate-art and special-rarity printings play identically to their cheapest versions. Buy the base print.

Where the Money Likely Goes

What You Don't Cut

Keep the 4-4-3 Dragapult line, four Buddy-Buddy Poffin, the Lillie's Determination count, and both Crispin. Crispin fetches two Basic Energy of different types, which is exactly the Fire-plus-Psychic split Phantom Dive needs. Also keep Munkidori with its Darkness Energy. Adrena-Brain turns damage on your own Pokémon into damage on theirs, including the counters Risky Ruins puts on your own non-Darkness Basics. That makes it part of the damage plan, not an optional extra.

Budget Swaps

Each swap is one-for-one and keeps the deck at 60.

CutReplace withWhat you give up
Dudunsparce ex2nd DudunsparceTenacious Tail (60 per opposing Pokémon ex in play, for one Colorless Energy) and Destructive Drill. You also lose your only 270 HP attacker that isn't a Dragapult.
Meowth ex4th Boss's OrdersUltra Ball no longer doubles as search for any Supporter. You lose the ability to find whichever Supporter the turn demands.
Fezandipiti ex2nd Rosa's EncouragementDraw 3 after a Knockout without spending your Supporter, plus Cruel Arrow's 100 to any target.
Unfair Stamp2nd JudgeA one-sided 5-versus-2 hand reset that costs only an Item. You can no longer reset their hand and still play Boss's Orders or Lillie's Determination in the same turn.

2nd Dudunsparce: This gives you a second Run Away Draw. Run Away Draw shuffles the evolved Pokémon and everything under it back into the deck, so your single Dunsparce returns to the deck and can be found again with Buddy-Buddy Poffin or Poké Pad.

4th Boss's Orders: This covers the most common reason you'd search with Meowth ex. Make this cut last. Meowth ex can't be found off Buddy-Buddy Poffin or Poké Pad, but it turns any Ultra Ball into a search for Lillie's Determination on a dead hand or Crispin on an Energy-light turn. A fourth Boss only ever does one job.

2nd Rosa's Encouragement: This keeps a comeback tool in the same situation where Fezandipiti ex would trigger, when you're behind on Prizes. It attaches two Basic Energy from the discard to a Stage 2, which re-powers a fresh Dragapult ex. The cost is your Supporter for the turn.

2nd Judge: This is playable without a prior Knockout. However, it's symmetrical and gives both players four cards.

One honest upside of the budget build: every ex you remove is one fewer two-Prize target for your opponent's gust effects. The full list accepts that risk because each of those ex pieces earns its slot.

Upgrade Path

  1. Core first. Get three Dragapult ex, four Lillie's Determination, three Boss's Orders, and the full Item engine. A budget build with these is a functional Phantom Dive deck.
  2. Meowth ex. This is the biggest consistency upgrade per card, because it effectively adds a Supporter search to every Ultra Ball.
  3. Dudunsparce ex. Prioritize it if your field is heavy on Pokémon ex:
    • Dragapult was the most-represented archetype in online Top 8s (source: Limitless online Top 8 data, Oct 5-19, 2026).
    • Basic Box lists are built almost entirely from Basic Pokémon ex (source: Limitless online Top 8 lists, Oct 5-19, 2026).
    • Tenacious Tail scales directly with that.
  4. Fezandipiti ex and Unfair Stamp. Buy these last. Both only work after one of your Pokémon has been Knocked Out, so they decide close games rather than enable your setup.
  5. Cosmetic upgrades. Alternate arts are optional and come only after the functional list is complete. If you play on PTCG Live, follow the same priority order for whatever resources you spend acquiring cards.

Common Mistakes

1. Dropping Risky Ruins Before Your Own Bench Is Built

Risky Ruins doesn't care whose Basics hit the Bench. Every non-Darkness Basic you play afterward takes 2 damage counters: Dreepy drops to 50, Dunsparce to 40, Munkidori to 90, Meowth ex to 150, and Budew to a single 10 HP. The common error is playing the Stadium early and then chaining Buddy-Buddy Poffin into it.

The fix is simple: Bench first, Stadium last. Put Ruins down after your Poffins and Basics for the turn, or on a turn when the opponent still has Basics to deploy. Fezandipiti ex is Darkness type, so it can come down under Ruins freely. If your own Pokémon already carry Ruins counters, those counters are ammunition. Munkidori can move them onto the opponent.

2. Shuffling Away Your Own Draw

This list stacks hand-shuffle effects (Lillie's Determination, Judge, Unfair Stamp) alongside draw-and-keep abilities (Recon Directive, Run Away Draw, Flip the Script). If you fire Drakloak or Dudunsparce first and then play Lillie's, you've thrown those cards back into the deck.

The rule is: shuffle effects go first, abilities go after. On a turn after one of your Pokémon was Knocked Out, the order is:

  1. Unfair Stamp
  2. Fezandipiti ex
  3. Drakloak and Dudunsparce
  4. Your Supporter, if it isn't a shuffler

Only break this order when an ability is what finds you the Supporter in the first place.

3. Wasting Phantom Dive's Six Counters

Spreading counters evenly feels productive, but it rarely is. Every placement should do one of three jobs:

  • Take a Prize now.
  • Set up a Knock Out for Munkidori this turn, using up to 3 counters.
  • Leave something that the next Phantom Dive or Jet Headbutt finishes.

Count the Ruins counters already on the opponent's Basics before you place anything. Prioritize evolution bases that will become threats over Pokémon that will never attack.

Against Basic Box, keep in mind that the Tera rule prevents damage to Benched Tera Pokémon. Phantom Dive places damage counters, which is not damage. Don't skip those targets.

4. Losing Track of Your Darkness Energy

Adrena-Brain only works while Munkidori has a Darkness Energy attached, and you run exactly two Darkness Energy. Players discard one to an early Ultra Ball and then find their Munkidori line offline when the game-deciding turn arrives.

Protect those two Energy:

  • Use Crispin to grab Darkness alongside Fire or Psychic.
  • Recover a lost one with Night Stretcher.
  • When you have to pitch to Ultra Ball, discard Fire or Psychic instead. Those also fuel Rosa's Encouragement later.

5. Benching Two-Prize Liabilities You Don't Need

Meowth ex and Fezandipiti ex are support Pokémon that give up two Prizes each.

  • Meowth ex: Bench it only when you need a specific Supporter that turn.
  • Fezandipiti ex: Flip the Script does nothing unless one of your Pokémon was Knocked Out last turn. Hold it in hand until that trigger is live.

Late in the game, an idle Meowth ex on your Bench is a free Boss's Orders target for the opponent's last two Prizes. Tuck Tail exists to pull it back to hand, so use it when the Prize math demands.

6. Burning the Only Dunsparce on Draw

One Dunsparce feeds both Dudunsparce and Dudunsparce ex. Run Away Draw shuffles Dudunsparce off the board, so the line leaves play every time you draw with it. Running it back means spending a Poké Pad on Dunsparce again.

Against decks built from Basic Pokémon ex, Tenacious Tail is a real attacker. It does 60 damage for each Pokémon ex the opponent has in play. If you see that matchup coming, don't spend your whole Dunsparce supply on draw. Against single-Prize decks, Tenacious Tail is weak, so draw freely.

7. Committing Before the Coins Land

Crushing Hammer is a flip. Players often play Boss's Orders or attach Energy first and then Hammer, locking themselves into a line before they know the result.

Flip your Hammers first, then choose your Boss target. A tails might mean the opponent's Active still attacks next turn, and that changes which Pokémon you want to drag up.

Use Hammers to deny the specific attack that takes your Dragapult ex. Don't scatter them across the board.

8. Misplaying Budew

Itchy Pollen costs nothing and shuts off the opponent's Items for their next turn. It's strongest while they're still searching out their setup.

The two common errors with Budew:

  • Attacking when you should be setting up. Don't choose Itchy Pollen over getting Dreepy into play when you have no Dreepy on board. The lock buys time, and the evolutions are what spend it.
  • Leaving it Active without purpose. Once Phantom Dive is online, Budew is a free Prize for the opponent. Retreat it, which costs nothing, or keep it out of the Active Spot.

Tournament Prep & Final Notes

What to Practice

  • Prize mapping before your first Phantom Dive. Every game turns on where those 6 damage counters go. Before you attack, count which Benched targets you can finish over the next two turns, including what your Munkidori can add. Drill this until you do it during your opponent's turn, not yours.
  • The mirror, a lot. Dragapult took 37 of 176 online Top 8 slots and won 9 of 22 events (source: Limitless online platform Top 8s, Oct 5-19, 2026). You will face it repeatedly, often against lists with different support Pokémon, so practice protecting your Dreepy and Drakloak from Bench counters as hard as you practice placing your own.
  • Basic Box damage math. That list is almost entirely Basic Pokémon ex, and Mega Kangaskhan ex has 300 HP (source: TCGdex/Limitless sample lists, Oct 5-19, 2026). Practice the turns where Dudunsparce ex using Tenacious Tail outdamages Phantom Dive, which happens once they have enough Pokémon ex on board.
  • Resource-starved endgames. Play out games where your opponent hits you with hand disruption and your fourth Dragapult ex isn't coming. Learn to rebuild with Night Stretcher, Rosa's Encouragement, and a single Drakloak.

Interactions to Know Cold

  • Risky Ruins hits you too. It damages any Basic non-Darkness Pokémon put onto the Bench during a turn. Your Dreepy, Budew, Dunsparce, Munkidori, and Meowth ex all take 2 counters. Fezandipiti ex is Darkness type and is safe. Pokémon placed during initial setup aren't put down "during their turn," so they don't take counters. Play Buddy-Buddy Poffin before you drop the Stadium whenever you can.
  • Self-damage is ammunition. Adrena-Brain moves counters from any of your Pokémon, so a Dreepy that took Ruins counters can hand them to your opponent. A Budew benched into Ruins sits at 10 HP remaining and is a liability unless you clear it this way or accept the Prize trade.
  • Adrena-Brain needs Darkness Energy, and it's an Ability. Crispin can attach Darkness Energy to Munkidori and put a second Energy in your hand. Because it's an Ability, the Tera rule doesn't stop it. That rule only prevents damage from attacks.
  • Poké Pad can't find Rule Box Pokémon. It finds Dreepy, Drakloak, Munkidori, Budew, Dunsparce, and Dudunsparce, but not Dragapult ex, Dudunsparce ex, Meowth ex, or Fezandipiti ex. Those need Ultra Ball.
  • Dudunsparce recycles itself. Run Away Draw shuffles it back into the deck after the draw, so Poké Pad can find it again on a later turn.
  • Knock-Out triggers. Unfair Stamp and Flip the Script only work if one of your Pokémon was Knocked Out during your opponent's last turn. A KO from your own Ruins doesn't count on that timing. Sequence these on the turn after you lose something.
  • Rosa's Encouragement targets only Stage 2 Pokémon. In this list, that means only Dragapult ex, and only when you have more Prize cards left than your opponent. Discard Fire and Psychic to Ultra Ball deliberately so Rosa can power a fresh Phantom Dive in one turn.
  • Lillie's Determination draws 8 at exactly 6 Prizes. Prefer it over Judge early unless disrupting your opponent's hand matters more than your own draw.
  • Meowth ex is once per play. Last-Ditch Catch triggers only when you play Meowth from hand to Bench. Tuck Tail returns it to your hand so it can trigger again later.
  • Darkness Weakness matters. Dhelmise, Shuppet, and Banette are Weak to Darkness (source: TCGdex card data, 2026-10-19). Fezandipiti ex's Cruel Arrow applies Weakness to the Active Pokémon, though not to Benched targets.

Clock Management

This deck spends a lot of time on optional decisions: multiple Recon Directive looks, Run Away Draw, Adrena-Brain, Crushing Hammer flips, and a six-counter spread every attack. Online, that adds up fast. Three habits help:

  • Decide your full counter distribution before your turn begins.
  • Resolve Recon Directive in a fixed order every turn.
  • Skip optional Abilities when they don't change what you do this turn.

Don't take extra Recon Directive looks out of habit. Each look sends a card to the bottom of your deck, which can bury a card you need later.

Final Assessment

This build is a disruptive Dragapult rather than a pure spread deck. It uses four Crushing Hammer, Budew item lock, and Risky Ruins to slow opponents while Phantom Dive and two Munkidori convert Bench damage into Prizes. The Dudunsparce package covers the main weakness of a spread deck: big Basic Pokémon ex boards that Phantom Dive alone can't take apart fast enough.

The costs are real:

  • Crushing Hammer is a coin flip, so some games you'll miss every Hammer.
  • Risky Ruins taxes your own setup.
  • Only three Dragapult ex means Night Stretcher has to recover a Pokémon at some point in most long games.

The list took 1st of 213 players at Amyverse PTCG Live Weekly #19 (2026-10-28). It rewards players who track counters precisely and sequence Ruins carefully, and it punishes autopilot. Take it if you're willing to put in mirror reps. If you aren't, a more linear Dragapult build will forgive more mistakes.

Frequently Asked Questions

How does this Dragapult ex deck win games?

It spreads damage across the whole board. Each Phantom Dive from Dragapult ex does 200 to the Active and places 6 damage counters on the opponent's Bench, setting up later attacks that take two or three Prizes. Boss's Orders finishes damaged targets, and Munkidori adds extra counters.

When can this list attack with Phantom Dive for the first time?

On your third turn at the earliest. The list plays no Rare Candy, so every Dragapult ex evolves from Dreepy through Drakloak. Your first two turns are about building the board and disrupting the opponent, not racing.

When should I play Risky Ruins in this deck?

Bench first, Stadium last. Risky Ruins puts 2 damage counters on every Basic non-Darkness Pokémon benched during a turn, including your own Dreepy, Budew, Dunsparce, Munkidori and Meowth ex. Only the Darkness-type Fezandipiti ex is exempt, and Munkidori can move counters on your Pokémon onto the opponent's.

Should I choose to go first or second with this Dragapult build?

Default to going second. You get a turn-one Lillie's Determination for 8 cards, and Budew can lock Items on the opponent's key setup turn. Go first against another Dragapult or a similar slow evolution deck, so your first Phantom Dive lands on a Bench of unevolved Basics.

Which matchups are the closest for this deck?

The guide rates the Dragapult mirror, Lucario Hariyama, N's Zoroark and single-Prize attacker decks as even. Basic Box, Alakazam Dudunsparce and other evolution setup decks are listed as favored.

What are the budget swaps for this Dragapult list?

Swap Dudunsparce ex for a second Dudunsparce, Meowth ex for a fourth Boss's Orders, Fezandipiti ex for a second Rosa's Encouragement, and Unfair Stamp for a second Judge. Keep the 4-4-3 Dragapult line, the Buddy-Buddy Poffin and Lillie's Determination counts, both Crispin, and Munkidori with its Darkness Energy.

What should I practice before taking this deck to a tournament?

Map Prizes before your first Phantom Dive and play the mirror a lot. Drill Basic Box damage math, including when Dudunsparce ex's Tenacious Tail outdamages Phantom Dive. Practice resource-starved endgames, rebuilding with Night Stretcher, Rosa's Encouragement and a single Drakloak.

In what order should I play shuffle effects and draw Abilities?

Play shuffle effects first and Abilities after, or the cards your Abilities found get shuffled away. After a Knock Out, play Unfair Stamp, then Fezandipiti ex, then Drakloak and Dudunsparce. Break this order only when an Ability is what finds you the Supporter.

Metagame Context

Built from Dshred_1's 1st Place list at Amyverse PTCG Live Weekly #19 Cash Prize! (213 players, 2026-10-28), via the Limitless platform. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-05 to 2026-10-19, drawn from Limitless TCG event results; TCGdex; Scrydex. Card text and prices: TCGdex.

Buy This Deck

Full decklist. Links go to TCGPlayer and may earn us a small commission at no cost to you.

Buy the full deck on TCGplayer

Affiliate link. Opens TCGplayer with every card in this list, in the exact printings this player used, which can include pricier alt arts, so the total may be higher than the estimate above. Pick your condition, then Add to Cart. Or buy single cards below.

Get new guides by email

New tournament-winning deck guides in your inbox: at most one short email a day, only on days we publish.

Source: tournament results. Decklist and placements as reported by the event organizer.